eXtreme Unit Buttons

This highly configurable mod allows players to associate buttons to unit frames. It is meant as a replacement to GroupButtons which stopped functioning with the 2.0 patch in December 2006. The mod extends the capabilities of GroupButtons by providing these additional features:

an unlimited number of buttons per unit frame

Buttons which turn on/off depending on the amount of damage a unit has

Buttons which are dimmed if a unit as that buff or a related buff applied.

Buttons which appear when a debuff is applied to a unit.

Buttons which allow you to have any type of "/" slash or macro command on a button

A variety of a modes for different activities in the game. For example, a set of buttons

for soloing, buttons for instances, buttons for raids, buttons for specific bosses (such as Baron Geddon in MC (to all priests to debuff), buttons for PvP, etc.

Assign buttons to unit frames that when clicked cast spells on different units. This feature allows, for example, buffs and heals for the player unit to appear within the target buttons to minimize the amount of mouse movement between buttons.

Works for any kind of non-casting classes; specifically warriors and rogues.

Version 2.0 (Dec 06, 2010) (by tayedaen)

I know that the documentation is a complete mess at the moment, I am already working on it.
But I wanted to have a released version for cataclysm start.

Before upgrading, please read the included 'readme.txt'.

You will loose your config, so read carefully !

Hightlights of the changes since the last official release:

Code:

New: Support for default profiles for spec1 and spec 2
New: Wizards for Group and Profile generation
Please use them !
New: LDB button (and menu)
New: Default Buttons now always use the Prefix 'SB_'
This is an abbreviation for StandardButton.
I recommend to use 'CB_' as prefix for custom buttons.
New: '$' self condition for cast buttons (buff, debuff etc.)
Example: CB_Renew,buff,Renew,$Renew
This custom buutton will only chnge to the state BUFFED if the destination unit is buffed with your OWN Renew.
New: '!' inverts conditions for cast buttons (buff, debuff etc.)
New: new debuff condition "Death"
A button with this condition is only shown if the destination unit is dead.
New: new debuff condition "Purge"
A button with this condition is only shown if the destination unit has at least one buff to purge.
New: two keywords for exclude-units:
'hostile' and 'friendly'
Example: MyGroupName,SB_Renew,*,hostile
This button will be hidden on hostile units (= it will only be shown on friendly units)
New: Spell ranks have been removed (multiranking too)
New: Macro buttons support now '[target=unit#]'
Here unit# will be rpalced at runtime with the unit the button is attached to.
Example: /target [target=unit#]
Improved: Verification of buttons while configuring the addon
And last but not least:
!!! Improved: Internals are mostly rewritten from scratch for better performance !!!
Please refer to 'z_historic_Changelog.txt' for older changes.

Known problems:
XPerl's partypets get no buttons

Known blizzard bugs:
------------------------
'isUsableSpell' is broken, there is nothing I can do to change that.
That means: Some spells are reported 'not usable' if you target a hostile target or NPC (like 'PowerWord: Shield' for example).

Enjoy - Tayedaen

Hightlights of the changes since the last official release:
===========================================================
New: Support for default profiles for spec1 and spec 2
New: Wizards for Group and Profile generation
Please use them !
New: LDB button (and menu)
New: Default Buttons now always use the Prefix 'SB_'
This is an abbreviation for StandardButton.
I recommend to use 'CB_' as prefix for custom buttons.
New: '$' self condition for cast buttons (buff, debuff etc.)
Example: CB_Renew,buff,Renew,$Renew
This custom buutton will only chnge to the state BUFFED if the destination unit is buffed with your OWN Renew.
New: '!' inverts conditions for cast buttons (buff, debuff etc.)
New: new debuff condition "Death"
A button with this condition is only shown if the destination unit is dead.
New: new debuff condition "Purge"
A button with this condition is only shown if the destination unit has at least one buff to purge.
New: two keywords for exclude-units:
'hostile' and 'friendly'
Example: MyGroupName,SB_Renew,*,hostile
This button will be hidden on hostile units (= it will only be shown on friendly units)
New: Spell ranks have been removed (multiranking too)
New: Macro buttons support now '[target=unit#]'
Here unit# will be rpalced at runtime with the unit the button is attached to.
Example: /target [target=unit#]
Improved: Verification of buttons while configuring the addon

And last but not least:
!!! Improved: Internals are mostly rewritten from scratch for better performance !!!

im german and use the german client. by me it is so, when i add powerword:fortitude i must type in the rank in the group field... if i dont type in this, i dont become an button.

is this in the englisch client also?

and can anyone implement support for x-perl? i use it and try to implement them... but i dont become any buttons... i know that the frames right.

now i use aguf... but i want x-perl

and every time i log out of game and come online again, my complete config is away... it is empty.... what can i do? i dont wanna make this every time new... pls help

this is the best addon since 2.0 thank you very much..

and sorry for my bad english.

PS: i try to do the edits to make the frames dragable, but when i do this, i become many errors and xub dont go.

cya Maxx4u

No worries about the english translations .. you've done well

Localization is a known deficiency -- it's written with English version only. I will resolve this issue when the UI configuration part is working properly. I do intend on making it work with all languages, but not at this time.

You can patch in support for X-Perl by modifying the function XUB_SetUnitFrames (line 201) if you know the frame names the mod uses.

Gives you the full Spell tooltip and any special XUB options, or it shows the text of the macro button. Tooltips also have an option in the "/xub options" panel to always show them, never show them, or don't show them in combat. (Based on code from Borohir)

Added optional colouring on tool tips when in cooldown (red) or when out mana/rage/energy (blue). You also have an item in the "/xub options" panel for specifying which format you like. You have turn on colorization if you perfer that over the transparency setting (default). (Based on code from Borohir)

Added text to the "/xub config" screen to make it clear what happens to the text after you click save and exit.

I think I added support for spells with apostrophes in the spell name. The system removes the (') character when creating a spell name. This feature is untested because I don't have a character to verify that it is working correctly.

Added the basics for the UI Configuration dialog boxes. You can see what I've done by typing "/xub c2" (it doesn't do anything except show multiple pages. Version will go to v1.0.0 when I am satisfied with those dialog boxes.

Wanted to implement movable option frames, but it messes up the editor I'm using for some reason. Will implement this feature shortly.You will have to exit the game to be able install the new changes.

Originally posted by Elenesski When I first started writing the mod, I used PartyBars as the initial base. Almost all of the PartyBars code is now gone, because it uses ActionButtons (hence the 120 button limit) but XUB doesn't use that template. I've now removed the references you identified, and added acknowledgments that this mod was initially based on PartyBars.

Sorry bout that E, I was banging my head against the wall trying a few things, will DL the new one and see how it goes

Again, sorry, and this is soooo promising, I hope we as a community can assist you in making it everything GB was and a heck of alot more!!

When you are satisfied with the Options (c2) window, will the OnUpdate feature be implemented to show changes as we make them? as well as alleviate the need for /console ReloadUI and /xub p after every change.

I'm editing the UI in WOW UI Designer (WOWUID), and the key code base (LUA) is being maintained in Visual Studio 2005 Professional. If I open an XML file created by WOWUID in VS2005, then save it, WOWUID can no longer open the file. :-(

Originally posted by Elenesski I'm editing the UI in WOW UI Designer (WOWUID), and the key code base (LUA) is being maintained in Visual Studio 2005 Professional. If I open an XML file created by WOWUID in VS2005, then save it, WOWUID can no longer open the file. :-(

Can you not type in the lines in the xml files in WOWUID? sorry not familiar with it, mebbe I should get it and see how it works.

When you are satisfied with the Options (c2) window, will the OnUpdate feature be implemented to show changes as we make them? as well as alleviate the need for /console ReloadUI and /xub p after every change.

-Mobeater
Mob(eater)

Yes! All features will be seemless. Typically what you'll find is the features that are missing; localization, auto-update of screen, etc. are all features I expect I'll have to change significantly before I complete development. So I've left them out.